Search found 103 matches
- Sat Oct 06, 2012 3:48 am
- Forum: Beginners Help
- Topic: World is too small
- Replies: 13
- Views: 1156
Re: World is too small
The objects are rendered in different camera settings, that is why you see the difference in size. Post the camera settings in both environment.
- Fri Oct 05, 2012 3:57 am
- Forum: Beginners Help
- Topic: Unfolding a sphere
- Replies: 3
- Views: 557
Re: Unfolding a sphere
Are you trying to animate the mesh form sphere to plane? You can probably store mesh deformation inside a file like md2 and animate it.
- Fri Oct 05, 2012 3:55 am
- Forum: Beginners Help
- Topic: World is too small
- Replies: 13
- Views: 1156
Re: World is too small
Looks small relative to which object? I think you are relating it to the software that you use to design the 3d Models. FOV, location of the camera and location of the objects are the factors affecting the size of the rendered images.ItsBritneyBitch wrote:everything looks quite smaller from the camera's perspective
- Thu Oct 04, 2012 1:40 am
- Forum: Project Announcements
- Topic: IrrNaCl - Irrlicht port for Google Native Client
- Replies: 50
- Views: 22955
Re: IrrNaCl - Irrlicht port for Google Native Client
Yes NaCL allows doing this and there is an example explaining this. I've did not implement this feature in IrrNacl yet.Mequa wrote:Hi, is it possible for IrrNaCl to grab the mouse from a Chrome window/tab, such as when using the built-in Irrlicht FPS camera or similar user-defined cameras?
- Mon Sep 24, 2012 9:13 am
- Forum: Project Announcements
- Topic: GPU Raytracing + FXAA Demo
- Replies: 15
- Views: 7197
Re: GPU Raytracing + FXAA Demo
Irrlicht Engine version 1.7.1
Microsoft Windows 7 Professional S (Build 7601)
Using renderer: Direct3D 11.0 SiO2
Using Hardware device, feature level 11.0
ATI Radeon HD 5800 Series, Revision 0
Shader Model 5 supported
CPU: 8 Processors at 2.7GHz
FPS: Last=380, Min=367, Max=580
Microsoft Windows 7 Professional S (Build 7601)
Using renderer: Direct3D 11.0 SiO2
Using Hardware device, feature level 11.0
ATI Radeon HD 5800 Series, Revision 0
Shader Model 5 supported
CPU: 8 Processors at 2.7GHz
FPS: Last=380, Min=367, Max=580
- Fri Sep 21, 2012 6:41 am
- Forum: Project Announcements
- Topic: IrrNaCl - Irrlicht port for Google Native Client
- Replies: 50
- Views: 22955
Re: IrrNaCl - Irrlicht port for Google Native Client
Happy to see my work is useful for someone. Meanwhile, am planning to release new version which will remove many changes I made to Irrlicht filesystem. I tried adding Posix style filesystem implementation wrapper and Irrlicht was happy to load without any trouble. Planning to update latest Irrlicht ...
- Mon Sep 17, 2012 11:39 am
- Forum: Beginners Help
- Topic: Quaternion-conversion between LH and RH coordinate systems
- Replies: 8
- Views: 2352
Re: Quaternion-conversion between LH and RH coordinate syste
Sorry for the bump, I fixed it myself using quaternion classes in irrlicht.
- Mon Sep 17, 2012 10:15 am
- Forum: Beginners Help
- Topic: Quaternion-conversion between LH and RH coordinate systems
- Replies: 8
- Views: 2352
Re: Quaternion-conversion between LH and RH coordinate syste
Not sure how I missed this thread. I have the same problem. I am using a 3 weeks old SVN version of Irrlicht 1.8 and 3.2.1 Physx SDK. I am writing a wrapper generic to many Physics Engines. I already added Bullet and Tokamak and now adding Physx 3.2.1. The problem I face with Physx is, very similar ...
- Sat Sep 15, 2012 5:26 am
- Forum: Competition Time!
- Topic: Screenshot of the Month September 2012 [Winner announced!]
- Replies: 17
- Views: 15926
Re: Screenshot of the Month September 2012 [Submit now]
Wow, so I'll keep my screenshot for next month competition...
- Sun Sep 09, 2012 5:58 am
- Forum: Advanced Help
- Topic: Performance Optimization specific to our game condition
- Replies: 14
- Views: 1752
Re: Performance Optimization specific to our game condition
@devsh That sounds interesting and gives us more hope. The resolution we are currently testing it @ 1024x768. So far we have not added any shaders. We are just using the simple Irrlicht Engine and every objects are meshsceneNodes. Our game involves upto 400 objects which share upto 50 unique mesh bu...
- Wed Sep 05, 2012 11:33 am
- Forum: Advanced Help
- Topic: Performance Optimization specific to our game condition
- Replies: 14
- Views: 1752
Re: Performance Optimization specific to our game condition
@Hendu Thanks for your interest in helping us. However, We came to a conclusion (after a few test you guys suggested), that the fps down is not due to too many draw calls but the mesh itself is too heavy for the config. So we decided to optimize rest of the code first then come back to this thread i...
- Wed Sep 05, 2012 4:55 am
- Forum: Advanced Help
- Topic: Performance Optimization specific to our game condition
- Replies: 14
- Views: 1752
Re: Performance Optimization specific to our game condition
@hybrid Thank you very much for your continuous effort in helping us understand the problem. We tried loading the whole mesh as a single meshbuffer, and we get the same FPS in OpenGL. Both loading as separate mesh nodes and single meshbuffer gives the same output in OpenGL. However, it differs a lit...
- Mon Sep 03, 2012 3:44 pm
- Forum: Advanced Help
- Topic: Performance Optimization specific to our game condition
- Replies: 14
- Views: 1752
Re: Performance Optimization specific to our game condition
We finally figured out how to use vbo successfully but it didn't help our case. We could bring it only to 50 fps
- Sun Sep 02, 2012 3:18 am
- Forum: Beginners Help
- Topic: Bullet compile error
- Replies: 6
- Views: 1211
Re: Bullet compile error
Bullet library is not loaded properly.
- Sat Sep 01, 2012 1:53 pm
- Forum: Advanced Help
- Topic: Performance Optimization specific to our game condition
- Replies: 14
- Views: 1752
Re: Performance Optimization specific to our game condition
@hendu
Thanks for the APITrace info. I'll try it to check where my code sucks CPU/GPU
@hybrid
I tried using EAC_FRUSTUM_BOX culling for almost all objects but even when I turn the camera towards nothing, it still sits on 45 FPS.
Thanks for the APITrace info. I'll try it to check where my code sucks CPU/GPU
@hybrid
I tried using EAC_FRUSTUM_BOX culling for almost all objects but even when I turn the camera towards nothing, it still sits on 45 FPS.